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[Modding] AnyOutpost unusueable, "Outpost" location hardcoded #13482

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ubertpendragon opened this issue Feb 25, 2024 · 1 comment
Closed
2 tasks done

[Modding] AnyOutpost unusueable, "Outpost" location hardcoded #13482

ubertpendragon opened this issue Feb 25, 2024 · 1 comment

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@ubertpendragon
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ubertpendragon commented Feb 25, 2024

Disclaimers

  • I have searched the issue tracker to check if the issue has already been reported.
  • My issue happened while using mods.

What happened?

When using "AnyOutpost" in a mission locationtype parameters, it is hardcoded to be anything that isn't empty, and isn't abandoned.

<LocationType from="Outpost" to="AnyOutpost"/>

image

This means you cannot use "Anyoutpost" if you have nodes that arent empty but arent outposts either; such as special outpost types, or special nodes.

The game will trigger events in these functionally non-outpost nodes as if they were outposts.

Suggest a parameter in Locationtypes that such as IsAnyOutpost="false"

Related to #7497 regarding unsuitable destination nodes (see my comment there)

Reproduction steps

Any event with "anyoutpost" defined

<EventSet identifier="exampleset" leveltype="outpost" locationtype="anyoutpost" ...

Version

v1.2.8.0 (Winter Update hotfix 2)

@AzureNocte
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I suppose it could be the reason some modded missions can not trigger in Dynamic Europa?

@FakeFishGames FakeFishGames locked and limited conversation to collaborators Feb 26, 2024
@Regalis11 Regalis11 converted this issue into discussion #13485 Feb 26, 2024

This issue was moved to a discussion.

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